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Full notes
Full DreadHold update
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What changed
- Gameplay
- Maps
- UI and audio
DreadHold changes
Happy new year!
Here's the latest:
Map Changes:
Extended the main map with a new upper area
Removed the slow zones around the map edges. I don't see why you shouldn't be able to train zombies around
Reactivate Power Event:
It always turned out to be quite difficult to hold down that small room in the tiny radius, especially on higher difficulties. So I swapped it out for a simpler approach, maybe I'll bring it back in the future. Now we just have to run over and re-activate the power switch, then turn the generator on. This whole change is also to help with the second map. Since there's multiple generators there.
Weapon Changes:
Added the Kriss Vector, it still needs some more polishing/anim work, but for the most part it's functional. It's good fun!
Changed up the prices of the weapons to be a bit more balanced
Added an "Instant Grenade" which explodes on impact
Bug Fixes:
Issue where infinite ammo/instant reload caused ammo to get stuck on 0 and not be able to be reloaded
Indicators weren't working in shipping for some reason, I swapped out the whole implementation with a simpler approach. Now you'll be able to find that pesky crowbar
Other:
Exposed our internal aim assist setting in the settings UI. Maybe it will help some people a bit more!
If you wish to give any ideas or spot any bugs. Please do let us know over on our discord, we promise we won't spam you!
Source
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